Several performance improvements, mainly in loading and instancing scenes and resources.
A general speedup should be apparent, with even more peformance increase when compiling optimized. WARNING: Tested and it seems to work, but if something breaks, please report.
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@ -2556,9 +2556,9 @@ void GDScriptLanguage::init() {
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//populate native classes
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List<String> class_list;
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List<StringName> class_list;
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ObjectTypeDB::get_type_list(&class_list);
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for(List<String>::Element *E=class_list.front();E;E=E->next()) {
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for(List<StringName>::Element *E=class_list.front();E;E=E->next()) {
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StringName n = E->get();
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String s = String(n);
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@ -130,8 +130,8 @@ bool GridMap::_set(const StringName& p_name, const Variant& p_value) {
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} else if (name.begins_with("areas/")) {
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int which = name.get_slice("/",1).to_int();
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String what=name.get_slice("/",2);
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int which = name.get_slicec('/',1).to_int();
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String what=name.get_slicec('/',2);
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if (what=="bounds") {
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ERR_FAIL_COND_V(area_map.has(which),false);
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create_area(which,p_value);
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@ -215,8 +215,8 @@ bool GridMap::_get(const StringName& p_name,Variant &r_ret) const {
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r_ret= d;
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} else if (name.begins_with("areas/")) {
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int which = name.get_slice("/",1).to_int();
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String what=name.get_slice("/",2);
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int which = name.get_slicec('/',1).to_int();
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String what=name.get_slicec('/',2);
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if (what=="bounds")
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r_ret= area_get_bounds(which);
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else if (what=="name")
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